starrangers:suggested_characters
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| starrangers:suggested_characters [2015/08/11 00:28] – weby | starrangers:suggested_characters [2018/07/31 23:23] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 84: | Line 84: | ||
| * Pharmacy | * Pharmacy | ||
| - | ====== Niches and their importance ====== | + | ====== |
| + | See that the group fills at least the ++ and + niches below and maybe some of the - niches if wished. | ||
| They are rated from ++ (very important) and + (important) down though - (not important) to --(totally non important) | They are rated from ++ (very important) and + (important) down though - (not important) to --(totally non important) | ||
| Line 254: | Line 256: | ||
| they exist. | they exist. | ||
| - | ===== Establishment ===== | + | ===== Establishment |
| Dealing with the setting’s apparatus of power can be a | Dealing with the setting’s apparatus of power can be a | ||
| - | major challenge | + | major challenge. This can be the primary job of a niche, or |
| - | cerebral campaign. This can be the primary job of a niche, or | + | |
| of several if there are many different authorities to wrangle. | of several if there are many different authorities to wrangle. | ||
| + | |||
| Advantages: Charisma, for leaders; Claim to Hospitality; | Advantages: Charisma, for leaders; Claim to Hospitality; | ||
| Contacts; Legal Immunity; Patrons; Rank; Reputation; Secu- | Contacts; Legal Immunity; Patrons; Rank; Reputation; Secu- | ||
| rity Clearance; Social Regard; Status; and Wealth. | rity Clearance; Social Regard; Status; and Wealth. | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| Sense of Duty expected of the position. In some set- | Sense of Duty expected of the position. In some set- | ||
| tings, Jealousy or Selfish might be necessary to | tings, Jealousy or Selfish might be necessary to | ||
| seem convincing. | seem convincing. | ||
| + | |||
| Skills: Administration; | Skills: Administration; | ||
| Politics); Diplomacy; Economics; Expert Skill | Politics); Diplomacy; Economics; Expert Skill | ||
| Line 273: | Line 277: | ||
| Speaking; and Savoir-Faire, | Speaking; and Savoir-Faire, | ||
| the High Society specialty. | the High Society specialty. | ||
| - | Exploration | + | |
| - | “How do we get there?” is a classic | + | ===== Exploration |
| - | lenge! While not all adventuring groups have a ded- | + | |
| - | icated | + | “How do we get there?” is a classic |
| - | an essential sideline for at least one niche in any | + | |
| - | genre where the heroes leave home occasionally. If | + | Advantages: Absolute Direction; Eidetic |
| - | the campaign’s explorers focus on the wilderness | + | |
| - | rather than on manmade places, it would be reason- | + | |
| - | able to merge this category with Outdoors (p. 39). | + | |
| - | Advantages: Absolute Direction; Eidetic | + | |
| - | ory; and Intuition. | + | |
| Disadvantages: | Disadvantages: | ||
| Skills: Navigation above all else. Add Architecture, | Skills: Navigation above all else. Add Architecture, | ||
| Line 291: | Line 291: | ||
| ing); Meteorology/ | ing); Meteorology/ | ||
| and Urban Survival, for urban exploration. | and Urban Survival, for urban exploration. | ||
| - | Inventing | + | |
| + | ===== Inventing | ||
| Coming up with new technologies is an important challenge | Coming up with new technologies is an important challenge | ||
| - | in a long-term campaign with a historical, pulp, or sci-fi angle. | + | in a long-term campaign with a sci-fi angle. |
| - | It’s an acquired taste, though, as the PCs involved will be in or | + | |
| - | out of the spotlight for a long time. If inventing will take center | + | |
| - | stage, then, distribute these traits among several niches to | + | |
| - | involve as many players as possible; if it won’t, make this stuff | + | |
| - | incidental to a niche that handles other challenges. | + | |
| Attributes: IQ is the most cost-effective way to be good at the | Attributes: IQ is the most cost-effective way to be good at the | ||
| many associated skills. | many associated skills. | ||
| + | |||
| Advantages: Artificer; Gadgeteer*; Gizmos*; High TL*; Less | Advantages: Artificer; Gadgeteer*; Gizmos*; High TL*; Less | ||
| - | Sleep; and Versatile. | + | Sleep; and Versatile. |
| - | ematic for some campaigns. | + | |
| - | N ICHES 37 | + | Disadvantages: |
| - | Disadvantages: | + | |
| - | Compulsive Inventing (it certainly fits!); | + | |
| - | holic, which the rules thrust upon inventors, so they might as | + | |
| well get points for it. | well get points for it. | ||
| + | |||
| Skills: Bioengineering, | Skills: Bioengineering, | ||
| gramming, for software; Engineer, for most things; Metallurgy, | gramming, for software; Engineer, for most things; Metallurgy, | ||
| Line 319: | Line 317: | ||
| cles. When permitting Gadgeteer and Gizmos, consider | cles. When permitting Gadgeteer and Gizmos, consider | ||
| topping off this list with Weird Science. | topping off this list with Weird Science. | ||
| - | Medicine | + | |
| + | ===== Medicine | ||
| Adventurers who engage in chases, combat, and dangerous | Adventurers who engage in chases, combat, and dangerous | ||
| athletics need a healer. In horror and technothrillers, | athletics need a healer. In horror and technothrillers, | ||
| challenges encompass bio-weapons, | challenges encompass bio-weapons, | ||
| matter. Cyberpunk adds performance-enhancing substances | matter. Cyberpunk adds performance-enhancing substances | ||
| - | and implants. Sci-fi often features all of these elements, sug- | + | and implants. Sci-fi often features all of these elements. |
| - | gesting multiple niches; in other genres, this is a supporting | + | |
| - | role, incidental to a niche. | + | |
| Attributes: IQ. | Attributes: IQ. | ||
| + | |||
| Advantages: Empathy; Healer; and Resistant to Disease. | Advantages: Empathy; Healer; and Resistant to Disease. | ||
| Disadvantages: | Disadvantages: | ||
| Selfless; Sense of Duty; and Workaholic. | Selfless; Sense of Duty; and Workaholic. | ||
| + | |||
| Skills: Bioengineering; | Skills: Bioengineering; | ||
| optional specialty; Diagnosis; Electronics Operation (Medical); | optional specialty; Diagnosis; Electronics Operation (Medical); | ||
| Line 337: | Line 338: | ||
| tism; NBC Suit; Pharmacy; Physician; Physiology; Poisons; | tism; NBC Suit; Pharmacy; Physician; Physiology; Poisons; | ||
| Surgery; and Veterinary. | Surgery; and Veterinary. | ||
| - | Military | + | |
| + | ===== Military | ||
| Military challenges call for solutions like artillery barrages, | Military challenges call for solutions like artillery barrages, | ||
| commando raids, sieges, and the sheer mass of manpower and | commando raids, sieges, and the sheer mass of manpower and | ||
| hardware that an organized fighting force can bring to bear. | hardware that an organized fighting force can bring to bear. | ||
| - | When every PC has such a background, all templates will boast | ||
| - | some of the traits below – but enough genres make the veteran | ||
| - | its own niche to justify a standalone category. | ||
| Niches that handle military challenges normally tackle | Niches that handle military challenges normally tackle | ||
| - | Combat | + | Combat, too. Training ranges from Melee Weapon skills |
| for primitive soldiers, through Guns, on up to Beam Weapons | for primitive soldiers, through Guns, on up to Beam Weapons | ||
| for futuristic troops. | for futuristic troops. | ||
| + | |||
| Advantages and Perks: Charisma, for leaders; Combat | Advantages and Perks: Charisma, for leaders; Combat | ||
| Reflexes; Courtesy Rank; Fit; Military Rank; Penetrating Voice, | Reflexes; Courtesy Rank; Fit; Military Rank; Penetrating Voice, | ||
| for sergeants and low-TL officers; Reputation, in the form of | for sergeants and low-TL officers; Reputation, in the form of | ||
| medals and decorations; | medals and decorations; | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| (Service), which is often required; Intolerance of the opposi- | (Service), which is often required; Intolerance of the opposi- | ||
| Line 357: | Line 359: | ||
| and Sense of Duty, to unit or nation, for a reaction bonus from | and Sense of Duty, to unit or nation, for a reaction bonus from | ||
| one’s fellows. | one’s fellows. | ||
| + | |||
| Skills: Grunts have Soldier and maybe Tactics; NCOs defi- | Skills: Grunts have Soldier and maybe Tactics; NCOs defi- | ||
| nitely have Tactics, and add Leadership; officers resemble | nitely have Tactics, and add Leadership; officers resemble | ||
| Line 367: | Line 370: | ||
| Parachuting; | Parachuting; | ||
| tion skill for gear that’s largely or entirely military in the setting. | tion skill for gear that’s largely or entirely military in the setting. | ||
| - | Mobility | + | |
| + | ===== Mobility | ||
| Many adventuring challenges amount to “Get from A to B,” | Many adventuring challenges amount to “Get from A to B,” | ||
| but separate A and B with distance and danger. When the whole | but separate A and B with distance and danger. When the whole | ||
| - | gang goes, that’s a job for Exploration | + | gang goes, that’s a job for Exploration and Transportation. |
| - | (p. 42). When just one brave volunteer needs to do it, that’s defin- | + | |
| - | itive of a niche, from the fantasy thief to the modern traceur. | + | |
| Attributes and Secondary Characteristics: | Attributes and Secondary Characteristics: | ||
| Speed; and Basic Move. | Speed; and Basic Move. | ||
| + | |||
| Advantages: Enhanced Dodge; Fit; Flexibility; | Advantages: Enhanced Dodge; Fit; Flexibility; | ||
| Balance. If the GM is willing to deem Catfall or a half-level of | Balance. If the GM is willing to deem Catfall or a half-level of | ||
| Enhanced Move (Ground) “realistic enough,” then add those. | Enhanced Move (Ground) “realistic enough,” then add those. | ||
| + | |||
| Skills: Acrobatics; Body Sense; Breath Control; Climbing; | Skills: Acrobatics; Body Sense; Breath Control; Climbing; | ||
| Escape, for tight squeezes; Free Fall, in space campaigns; | Escape, for tight squeezes; Free Fall, in space campaigns; | ||
| Line 387: | Line 393: | ||
| ics, Aquabatics, Flight, and Mount, for those capable of | ics, Aquabatics, Flight, and Mount, for those capable of | ||
| suitable movement. | suitable movement. | ||
| - | Money | + | |
| + | ===== Money - ===== | ||
| Money makes most game worlds go round and presents PCs | Money makes most game worlds go round and presents PCs | ||
| with endless challenges, starting with “How do we pay for our | with endless challenges, starting with “How do we pay for our | ||
| - | gear?” Solving these problems is essential in all genres, and a | + | gear?” Solving these problems is essential in all genres. |
| - | niche in itself in more thoughtful campaigns. | + | |
| Advantages: Business Acumen; Independent Income; Light- | Advantages: Business Acumen; Independent Income; Light- | ||
| ning Calculator; Mathematical Ability; Rank (Merchant or | ning Calculator; Mathematical Ability; Rank (Merchant or | ||
| Administrative); | Administrative); | ||
| - | N ICHES 38 | + | |
| - | There’s so much knowledge to be had that specialists | + | |
| - | cling to their specialties as a shield against having | + | |
| - | to know anything about anything else. | + | |
| - | – Isaac Asimov, Prelude to Foundation | + | |
| Disadvantages: | Disadvantages: | ||
| Workaholic. | Workaholic. | ||
| + | |||
| Skills: Accounting; Administration; | Skills: Accounting; Administration; | ||
| ness), and conceivably other specialties, | ness), and conceivably other specialties, | ||
| Line 411: | Line 416: | ||
| terfeiting to make money (literally!) or Prospecting to find gold, | terfeiting to make money (literally!) or Prospecting to find gold, | ||
| silver, etc. at the source. | silver, etc. at the source. | ||
| - | Nautical | + | |
| + | ===== Nautical | ||
| If the campaign world has vast bodies of water that the | If the campaign world has vast bodies of water that the | ||
| heroes can’t simply fly over – which describes most interesting | heroes can’t simply fly over – which describes most interesting | ||
| Line 429: | Line 436: | ||
| equipment commonly found aboard ships, particularly Sensors | equipment commonly found aboard ships, particularly Sensors | ||
| and Sonar. | and Sonar. | ||
| - | Outdoors | + | |
| + | |||
| + | ===== Outdoors | ||
| The challenges of the great outdoors are legion. Unless the | The challenges of the great outdoors are legion. Unless the | ||
| adventurers won’t leave the city, ever, the campaign should | adventurers won’t leave the city, ever, the campaign should | ||
| define at least one niche that has the job of dealing with these. | define at least one niche that has the job of dealing with these. | ||
| - | In games where Exploration (p. 37) is the dominant outdoor | + | |
| - | activity, the GM might merge that category with this one. | + | As many of the things happen in the outback, the ability to survive in non civilized places is important. |
| Secondary Characteristics: | Secondary Characteristics: | ||
| + | |||
| Advantages: Absolute Direction; Acute Senses; Outdoors- | Advantages: Absolute Direction; Acute Senses; Outdoors- | ||
| man; and Temperature Tolerance. | man; and Temperature Tolerance. | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| disadvantage (p. B121) tied to keeping nature pristine. | disadvantage (p. B121) tied to keeping nature pristine. | ||
| + | |||
| Skills: Area Knowledge, for any expansive outdoor area; | Skills: Area Knowledge, for any expansive outdoor area; | ||
| Camouflage; Climbing; Fishing; Hiking; Meteorology/ | Camouflage; Climbing; Fishing; Hiking; Meteorology/ | ||
| Line 448: | Line 461: | ||
| fighting. High-tech niches might include Biology (Ecology), an | fighting. High-tech niches might include Biology (Ecology), an | ||
| IQ/H optional specialty; Geography; and Geology. | IQ/H optional specialty; Geography; and Geology. | ||
| - | Performing | + | |
| + | ===== Performing | ||
| Many plots call for the PCs to entertain NPCs, whether that | Many plots call for the PCs to entertain NPCs, whether that | ||
| means placating the king to avoid beheading, impressing some- | means placating the king to avoid beheading, impressing some- | ||
| Line 455: | Line 470: | ||
| thing, and the campaign is about putting on successful shows! | thing, and the campaign is about putting on successful shows! | ||
| Advantages and Perks: Appearance is universally handy. | Advantages and Perks: Appearance is universally handy. | ||
| + | |||
| Then there’s Flexibility for contortionists; | Then there’s Flexibility for contortionists; | ||
| Voice for musicians; Penetrating Voice and Rapier Wit (unless | Voice for musicians; Penetrating Voice and Rapier Wit (unless | ||
| Line 460: | Line 476: | ||
| for acrobats; and so on. Be sure to suggest these in customiza- | for acrobats; and so on. Be sure to suggest these in customiza- | ||
| tion notes. | tion notes. | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| Performers sometimes actively exploit Dwarfism, Hunchback, | Performers sometimes actively exploit Dwarfism, Hunchback, | ||
| Skinny, etc. | Skinny, etc. | ||
| + | |||
| Skills: Acrobatics; Carousing; Dancing; Fire Eating; For- | Skills: Acrobatics; Carousing; Dancing; Fire Eating; For- | ||
| tune-Telling; | tune-Telling; | ||
| Line 473: | Line 491: | ||
| seur (Dance or Music) and/or Current Affairs (High Culture | seur (Dance or Music) and/or Current Affairs (High Culture | ||
| or Popular Culture). | or Popular Culture). | ||
| - | Plants | + | |
| + | ===== Plants | ||
| Plants might not matter at all to adventurers, | Plants might not matter at all to adventurers, | ||
| everywhere in most game worlds, they can be a big deal – | everywhere in most game worlds, they can be a big deal – | ||
| Line 480: | Line 500: | ||
| a living in a low-key historical campaign. With rare exceptions, | a living in a low-key historical campaign. With rare exceptions, | ||
| there’s just enough here for one niche. | there’s just enough here for one niche. | ||
| + | |||
| Advantages: Green Thumb and Plant Empathy. | Advantages: Green Thumb and Plant Empathy. | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| plants don’t appreciate flame. | plants don’t appreciate flame. | ||
| + | |||
| Skills: Farming; Gardening; Naturalist; and Pharmacy | Skills: Farming; Gardening; Naturalist; and Pharmacy | ||
| (Herbal). Most fantasy and cinematic settings add Herb Lore; | (Herbal). Most fantasy and cinematic settings add Herb Lore; | ||
| high-tech ones might tack on Biology (Botany), an IQ/H | high-tech ones might tack on Biology (Botany), an IQ/H | ||
| optional specialty, and Paleontology (Paleobotany). | optional specialty, and Paleontology (Paleobotany). | ||
| - | Research | + | ===== Research |
| Heroes occasionally have to look for answers in whatever | Heroes occasionally have to look for answers in whatever | ||
| repositories of information suit the setting: libraries, the | repositories of information suit the setting: libraries, the | ||
| Line 493: | Line 517: | ||
| whole niche, they can be essential to moving the story forward | whole niche, they can be essential to moving the story forward | ||
| – particularly in mystery, occult, and technothriller plots. | – particularly in mystery, occult, and technothriller plots. | ||
| + | |||
| Attributes: IQ is archetypal. | Attributes: IQ is archetypal. | ||
| + | |||
| Advantages: Eidetic Memory; Intuition; Less Sleep, for | Advantages: Eidetic Memory; Intuition; Less Sleep, for | ||
| all-nighters; | all-nighters; | ||
| best libraries. | best libraries. | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| goal; and Workaholic. | goal; and Workaholic. | ||
| - | N ICHES 39 | + | |
| - | That is why I have chosen | + | |
| - | my own particular profession, | + | |
| - | or rather created it, for I am | + | |
| - | the only one in the world. | + | |
| - | – Arthur Conan Doyle, | + | |
| - | The Sign of Four | + | |
| Skills: Administration, | Skills: Administration, | ||
| Computer Operation; Current Affairs, for “common knowl- | Computer Operation; Current Affairs, for “common knowl- | ||
| Line 513: | Line 534: | ||
| Teaching; Typing; Writing; and IQ/H or IQ/VH skills, particu- | Teaching; Typing; Writing; and IQ/H or IQ/VH skills, particu- | ||
| larly Expert Skills, concerning abstruse subject matter. | larly Expert Skills, concerning abstruse subject matter. | ||
| - | Sabotage | + | |
| + | ===== Sabotage | ||
| Many an adventure plot revolves around blowing up, burn- | Many an adventure plot revolves around blowing up, burn- | ||
| ing down, or otherwise wrecking things. If the campaign fea- | ing down, or otherwise wrecking things. If the campaign fea- | ||
| Line 519: | Line 542: | ||
| around in more subtle ways, then one or more niches should | around in more subtle ways, then one or more niches should | ||
| specialize in such destruction. | specialize in such destruction. | ||
| + | |||
| Advantages: Artificer; Fearlessness, | Advantages: Artificer; Fearlessness, | ||
| explosives; High Manual Dexterity; and Luck, for avoiding | explosives; High Manual Dexterity; and Luck, for avoiding | ||
| unintended accidents. | unintended accidents. | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| + | |||
| Skills: Architecture, | Skills: Architecture, | ||
| Engineer (Combat); Explosives (Demolition or Fireworks); | Engineer (Combat); Explosives (Demolition or Fireworks); | ||
| Line 530: | Line 556: | ||
| Repair can short-circuit gizmos; and Mechanic can sever brake | Repair can short-circuit gizmos; and Mechanic can sever brake | ||
| lines and facilitate car bombs. | lines and facilitate car bombs. | ||
| - | Science | + | |
| - | Outside of fantasy and TL0-3 adventures, and especially | + | ===== Science |
| - | sci-fi | + | |
| - | many problems call for scientific solutions – most often testing | + | Eespecially |
| and field-expedient applications. If this stuff is relevant, then at | and field-expedient applications. If this stuff is relevant, then at | ||
| least one niche should excel at it. In a cerebral game, several | least one niche should excel at it. In a cerebral game, several | ||
| niches might specialize in different areas. | niches might specialize in different areas. | ||
| + | |||
| Attributes: IQ is the cheapest way to shine at more than a | Attributes: IQ is the cheapest way to shine at more than a | ||
| few of the relevant skills. | few of the relevant skills. | ||
| + | |||
| Advantages: Lightning Calculator and Mathematical Ability. | Advantages: Lightning Calculator and Mathematical Ability. | ||
| Disadvantages: | Disadvantages: | ||
| + | |||
| Skills: Astronomy; Biology; Chemistry; Geography (Physical); | Skills: Astronomy; Biology; Chemistry; Geography (Physical); | ||
| Geology; Mathematics; | Geology; Mathematics; | ||
| Line 550: | Line 579: | ||
| Affairs (Science & Technology), | Affairs (Science & Technology), | ||
| entific), and Hazardous Materials. | entific), and Hazardous Materials. | ||
| - | Security | + | |
| + | ===== Security | ||
| Except in the most sedate of campaigns, keeping watch for | Except in the most sedate of campaigns, keeping watch for | ||
| trouble is important, and there should be at least one niche | trouble is important, and there should be at least one niche | ||
| Line 556: | Line 587: | ||
| bodyguards, antiterrorist forces, etc. – then every niche ought | bodyguards, antiterrorist forces, etc. – then every niche ought | ||
| to have some of these traits. | to have some of these traits. | ||
| + | |||
| Secondary Characteristics: | Secondary Characteristics: | ||
| security challenges. | security challenges. | ||
| + | |||
| Advantages: Acute Senses; Combat Reflexes; Danger Sense; | Advantages: Acute Senses; Combat Reflexes; Danger Sense; | ||
| Less Sleep; Night Vision; and Peripheral Vision. True security | Less Sleep; Night Vision; and Peripheral Vision. True security | ||
| officers often have Legal Enforcement Powers and/or Rank. | officers often have Legal Enforcement Powers and/or Rank. | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| cers often have Duty and/or Sense of Duty. | cers often have Duty and/or Sense of Duty. | ||
| + | |||
| Skills: Animal Handling (Dogs), for working alongside guard | Skills: Animal Handling (Dogs), for working alongside guard | ||
| and sniffer dogs; Body Language; Electronics Operation (Secu- | and sniffer dogs; Body Language; Electronics Operation (Secu- | ||
| Line 574: | Line 609: | ||
| tor (Sprayer) and Guns. Police officers know Law (Police) and | tor (Sprayer) and Guns. Police officers know Law (Police) and | ||
| Savoir-Faire (Police). | Savoir-Faire (Police). | ||
| - | Sneaking | + | |
| + | ===== Sneaking | ||
| In adventure plots, not being detected by enemies comes sec- | In adventure plots, not being detected by enemies comes sec- | ||
| ond only to combat. If the entire PC group needs to be circum- | ond only to combat. If the entire PC group needs to be circum- | ||
| Line 581: | Line 618: | ||
| Attributes: IQ (DX, not so much, despite the common asso- | Attributes: IQ (DX, not so much, despite the common asso- | ||
| ciation between grace and sneakiness). | ciation between grace and sneakiness). | ||
| + | |||
| Advantages and Perks: Honest Face and Night Vision. | Advantages and Perks: Honest Face and Night Vision. | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| + | |||
| Skills: Acting, for not behaving suspiciously; | Skills: Acting, for not behaving suspiciously; | ||
| Holdout, for one’s gear; Housekeeping, | Holdout, for one’s gear; Housekeeping, | ||
| disappear; Observation, | disappear; Observation, | ||
| eras; Shadowing; Smuggling; and Stealth. | eras; Shadowing; Smuggling; and Stealth. | ||
| - | Social Engineering | + | |
| + | ===== Social Engineering | ||
| People can be the most puzzling challenge. Manipulating | People can be the most puzzling challenge. Manipulating | ||
| others and settling conflicts peacefully is a huge niche in | others and settling conflicts peacefully is a huge niche in | ||
| Line 594: | Line 636: | ||
| (p. 36) and Sneaking (p. 40), it’s best to scatter these abilities | (p. 36) and Sneaking (p. 40), it’s best to scatter these abilities | ||
| across several – perhaps all – templates. | across several – perhaps all – templates. | ||
| + | |||
| Attributes: IQ defines “social intelligence, | Attributes: IQ defines “social intelligence, | ||
| “Charisma” or “Charm” attribute does in other RPGs. | “Charisma” or “Charm” attribute does in other RPGs. | ||
| + | |||
| Advantages and Perks: Appearance; Charisma; Cultural | Advantages and Perks: Appearance; Charisma; Cultural | ||
| Adaptability*; | Adaptability*; | ||
| Line 601: | Line 645: | ||
| Chameleon*; and Voice. Traits with an asterisk (*) may be too | Chameleon*; and Voice. Traits with an asterisk (*) may be too | ||
| cinematic for some campaigns. | cinematic for some campaigns. | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| fidence, for the reaction bonus from the impressionable; | fidence, for the reaction bonus from the impressionable; | ||
| Xenophilia, to avoid accidental bad reactions from foreigners. | Xenophilia, to avoid accidental bad reactions from foreigners. | ||
| - | N ICHES 40 | + | |
| - | An expert is a person | + | |
| - | who has made all | + | |
| - | the mistakes that can be | + | |
| - | made in a very narrow field. | + | |
| - | – Niels Bohr | + | |
| Skills: Acting; Carousing; Connoisseur (Wine), or any other | Skills: Acting; Carousing; Connoisseur (Wine), or any other | ||
| specialty that would impress; Current Affairs (High Culture, | specialty that would impress; Current Affairs (High Culture, | ||
| Line 616: | Line 656: | ||
| ship; Makeup; Merchant; Panhandling; | ship; Makeup; Merchant; Panhandling; | ||
| Public Speaking; Savoir-Faire; | Public Speaking; Savoir-Faire; | ||
| - | Social Sciences | + | |
| + | ===== Social Sciences | ||
| + | |||
| The trappings of culture can present | The trappings of culture can present | ||
| interesting challenges, ranging from spot- | interesting challenges, ranging from spot- | ||
| Line 625: | Line 668: | ||
| tales, there’s room for at least two niches – | tales, there’s room for at least two niches – | ||
| arts and humanities – and maybe more. | arts and humanities – and maybe more. | ||
| + | |||
| Attributes: IQ is the most affordable | Attributes: IQ is the most affordable | ||
| way to be good at lots of suitable skills. | way to be good at lots of suitable skills. | ||
| + | |||
| Advantages: Cultural Familiarity; | Advantages: Cultural Familiarity; | ||
| guage Talent; and Languages. Cultural | guage Talent; and Languages. Cultural | ||
| Adaptability also fits, though it’s cinematic. | Adaptability also fits, though it’s cinematic. | ||
| Disadvantages: | Disadvantages: | ||
| + | |||
| Skills: Anthropology; | Skills: Anthropology; | ||
| tography; Connoisseur (Literature, | tography; Connoisseur (Literature, | ||
| Line 641: | Line 687: | ||
| specialty; and many Expert Skills (Egyptol- | specialty; and many Expert Skills (Egyptol- | ||
| ogy, Political Science, Xenology, etc.). | ogy, Political Science, Xenology, etc.). | ||
| - | Space | + | |
| - | If space travel features in the cam- | + | ===== Space ===== |
| - | paign, as it often does at TL9+, then skills | + | |
| - | for dealing with the curves it throws at the PCs are vital. | + | As space travel features in the cam- |
| + | paign skills for dealing with the curves it throws at the PCs are vital. | ||
| Every space voyager should know the basics, but the sea- | Every space voyager should know the basics, but the sea- | ||
| soned space-hand is a strong niche of its own. | soned space-hand is a strong niche of its own. | ||
| + | |||
| Advantages: 3D Spatial Sense; G-Experience; | Advantages: 3D Spatial Sense; G-Experience; | ||
| Tolerance; Perfect Balance; and Xeno-Adaptability, | Tolerance; Perfect Balance; and Xeno-Adaptability, | ||
| campaigns with alien cultures. | campaigns with alien cultures. | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| quarters, and Xenophilia. | quarters, and Xenophilia. | ||
| + | |||
| Skills: Area Knowledge, for an interplanetary state or even a | Skills: Area Knowledge, for an interplanetary state or even a | ||
| galaxy; Astronomy; Expert Skill (Xenology); Free Fall; Freight | galaxy; Astronomy; Expert Skill (Xenology); Free Fall; Freight | ||
| Line 661: | Line 711: | ||
| Force Shields, Matter Transmitters, | Force Shields, Matter Transmitters, | ||
| in space opera. | in space opera. | ||
| - | Stealing | + | |
| - | Fantasy heroes out to loot dungeons, career criminals after | + | ===== Stealing + ===== |
| - | the big score, super-spies assigned to snatch top-secret plans . . . | + | |
| PCs often face the challenge of taking what isn’t theirs. This is a | PCs often face the challenge of taking what isn’t theirs. This is a | ||
| niche unto itself in genres where it matters. In stealth-heavy | niche unto itself in genres where it matters. In stealth-heavy | ||
| Line 669: | Line 719: | ||
| gered pickpocket, the agile cat burglar, the security-systems | gered pickpocket, the agile cat burglar, the security-systems | ||
| cracker, etc. | cracker, etc. | ||
| + | |||
| Attributes: DX and IQ. | Attributes: DX and IQ. | ||
| + | |||
| Advantages and Perks: Flexibility and Perfect Balance, for | Advantages and Perks: Flexibility and Perfect Balance, for | ||
| cat burglars; High Manual Dexterity, for pickpockets; | cat burglars; High Manual Dexterity, for pickpockets; | ||
| Night Vision. | Night Vision. | ||
| - | Disadvantages: | + | |
| - | motivation, and Loner, to | + | Disadvantages: |
| - | avoid betrayals. | + | |
| Skills: Architecture, | Skills: Architecture, | ||
| ing secret doors; Climbing; | ing secret doors; Climbing; | ||
| Line 689: | Line 741: | ||
| pocket; Search; Sleight of | pocket; Search; Sleight of | ||
| Hand; and Traps. | Hand; and Traps. | ||
| - | Streets | + | |
| + | ===== Streets | ||
| + | |||
| The streets pose problems | The streets pose problems | ||
| that must be solved through | that must be solved through | ||
| Line 699: | Line 754: | ||
| substantial if all the other tem- | substantial if all the other tem- | ||
| plates are polite and proper. | plates are polite and proper. | ||
| + | |||
| Advantages and Perks: Alco- | Advantages and Perks: Alco- | ||
| hol Tolerance; Contacts (Crimi- | hol Tolerance; Contacts (Crimi- | ||
| nal); Danger Sense; Fearlessness; | nal); Danger Sense; Fearlessness; | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| and-nasty Reputation all aid Intimidation. Often, Social | and-nasty Reputation all aid Intimidation. Often, Social | ||
| Line 711: | Line 768: | ||
| illegal deals; Observation; | illegal deals; Observation; | ||
| Scrounging; Shadowing; Streetwise; and Urban Survival. | Scrounging; Shadowing; Streetwise; and Urban Survival. | ||
| - | Technical Means | + | |
| - | “Technical means” is a euphemism for tools with few hon- | + | ===== Technical Means ++ ===== |
| - | est applications: | + | |
| + | “Technical means” is a euphemism for tools with few honest | ||
| forged ID cards, poisons, signal jammers, tiny cameras, | forged ID cards, poisons, signal jammers, tiny cameras, | ||
| truth serums, etc. High-end crooks, spies, and commandos – | truth serums, etc. High-end crooks, spies, and commandos – | ||
| - | especially at higher TLs – routinely face challenges that | + | routinely face challenges that |
| - | require them to use or confront such stuff. | + | require them to use or confront such stuff. |
| - | campaign focus, then the associated abilities might consti- | + | |
| - | tute a single niche. | + | |
| Advantages: Those with legitimate support will have a few of | Advantages: Those with legitimate support will have a few of | ||
| - | Alternate Identity, Legal Immunity, Rank (Administrative, | + | Alternate Identity, Legal Immunity, Rank (Administrative, |
| - | itary, or Police), and Security Clearance. | + | |
| - | N ICHES 41 | + | |
| Disadvantages: | Disadvantages: | ||
| and Sense of Duty (Nation) are common among real spies and | and Sense of Duty (Nation) are common among real spies and | ||
| black operators. | black operators. | ||
| + | |||
| Skills: Brainwashing; | Skills: Brainwashing; | ||
| - | Computer Programming; | + | Computer Programming; |
| - | tronics | + | Explosives; Forgery; Holdout; Intelligence Analysis; |
| - | ics Repair (ditto); Expert Skill (Computer Security); | + | |
| - | Explosives; Forgery; Holdout; Intelligence Analysis; | + | ===== Transportation |
| - | tion; Mathematics (Cryptology); | + | |
| - | ganda; and Smuggling. | + | |
| - | Transportation | + | |
| Travel is a classic motivation for adventure, and thus a large | Travel is a classic motivation for adventure, and thus a large | ||
| part of many campaigns. An expert with vehicles, cargos, and | part of many campaigns. An expert with vehicles, cargos, and | ||
| - | related subjects can tackle numerous challenges. | + | related subjects can tackle numerous challenges. “driver” and “pilot, |
| - | group, | + | on are separate niches. |
| - | on may be separate niches. | + | |
| Attributes: DX. | Attributes: DX. | ||
| + | |||
| Advantages: Absolute Direction; Acute Vision; Combat | Advantages: Absolute Direction; Acute Vision; Combat | ||
| Reflexes; and Signature Gear (Vehicle). | Reflexes; and Signature Gear (Vehicle). | ||
| + | |||
| Disadvantages: | Disadvantages: | ||
| + | |||
| Skills: Area Knowledge, possibly of specific transportation | Skills: Area Knowledge, possibly of specific transportation | ||
| networks; Bicycling; Boating; Connoisseur (Vehicles); Crewman | networks; Bicycling; Boating; Connoisseur (Vehicles); Crewman | ||
| Line 749: | Line 807: | ||
| (Vehicle Type); Freight Handling; Mechanic; Navigation; Pack- | (Vehicle Type); Freight Handling; Mechanic; Navigation; Pack- | ||
| ing; Parachuting; | ing; Parachuting; | ||
| - | and Teamster. | + | and Teamster. |
| needed for essential vehicle systems may qualify, most often | needed for essential vehicle systems may qualify, most often | ||
| - | Sensors and – unless there’s room for a Communications (p. 36) | + | Sensors and – Comm |
| - | expert | + | |
starrangers/suggested_characters.1439252890.txt.gz · Last modified: 2018/07/31 23:23 (external edit)
